












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 19 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Yvogamira the midge swarm at level 19 on the 6th Iron 123rd year of Ascendancy at 02:18 / 1 |
Primary Stats
| Strength | 69 (base 47) |
| Dexterity | 21 (base 12) |
| Constitution | 39 (base 12) |
| Magic | 28 (base 30) |
| Willpower | 29 (base 16) |
| Cunning | 15 (base 12) |
Resources
| Mana | 267/303 |
| Equilibrium | 15 |
| Vim | 107/178 |
| Life | -8/634 |
| Psi | 119/119 |
| Stamina | 106/124 |
| Paradox | 982 |
| Healing Factor | 1.3281339712918 |
| Regeneration | 43.682326315787 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 33.097534654637 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Blight | +6% |
| Physical | +18% |
| Cold | +42% |
| Nature | +6% |
Offense: Damage Penetration
| Light | +5% |
| Cold | +21% |
| Fire | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 43.590151999201 (80%) |
| Defense | 28 |
| Ranged Defense | 42 |
| Fatigue | 39 |
| Physical Save | 48 |
| Spell Save | 46 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 16%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 53% |
| Stun Resistance | 30% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Shadow Combat |
| talent | Shards |
| talent | Hardened Core |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 31.04 life per turn. Regeneration |
| detrimental effect | Damage received in the past is returned as 15.92 paradox damage per turn. Reality Smearing |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Brodegund the dragonbone magestaff (42-50.4 power, 6 apr, cold element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Spell.crit +5% Spell.pwr +18 (+6 eff.) Dmg.mod +42% cold Res.pen +21% cold Melee Ret 16 mind On Hit (Melee): * 13% chance to disease ---------- misc Equi/ret +0.08 Psi/ret +0.08 Vim/s.crit +4.00 Hate/m.crit +2.00 Max.vim +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Issyrain (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% blight Phasing +20% Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +7 (+2 eff.) Disarm- +31% ---------- misc Vim/s.crit +4.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Flashkill the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +5% light ----- def ----- Resists +3% light Max.HP +41.00 ---------- misc Light +2 See.Invis +15 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zanechik (9 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Armour +1 Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue +1% Phys.save +11 (+4 eff.) ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A cap made of leather. |
| On feet | pair of iron boots 'Scorchwill' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +3 Cun +5 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron pickaxe 'Elymira' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +5% Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Light +1 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gynne0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +6% fire +22% darkness +5% arcane Max.HP +22.00 Disease- +15% Disarm- +22% Pinning- +22% Stun/Frz- +10% Knockbk- +22% Rings can have magical properties. |
| On fingers | psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
| Around neck | Issegorn0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +3 Con dps ---------- Crit.mult +3.00% Dmg.mod +6% physical Acc +8 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Amulets can have magical properties. |
| In main hand | dwarven-steel shield 'Delirion' (8 def, 2 armour, 33-39.6 power, 77.5 block)7.0 T3 shield armor [Random Unique] Arcane/Psionic When used to Attack: Power 33.0 - 39.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +12 lightning Against +10% Vermin While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% S.pwr/crit +6 On Hit (Melee): * 9% chance to cause random gloom On Melee Ret: * 15% chance to cause random gloom * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +12% lightning +15% light +12% darkness Spell.save +12 (+4 eff.) ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Ichorbringer1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +4 Wil dps ---------- Res.pen +15% nature ----- def ----- Fatigue -2% HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
| In off hand | crackling dwarven-steel shield (8 def, 2 armour, 31.5-37.8 power, 74.5 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 31.5 - 37.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +74 Melee+ +13 lightning While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +12% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Zerion (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +9 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +5% arcane +3% acid Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +30.00 A suit of armour made of mail. |
Inventory
sun infusion of the wizard (rad 5; power 37; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 37) for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +13% nature +14% blight Poison- +23% Disease- +22% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+4 eff.) Rings can have magical properties. |
Maniresta (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to cause random gloom While equipped: Stats +2 Dex +5 Mag +1 Wil dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Squalortrail' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +3% nature +10% fire On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) Resists +6% acid +5% arcane +6% darkness +6% nature Spell.save +30 (+10 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Adessra' (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +17.00% Spell.pwr +14 (+5 eff.) Melee+ 15 arcane 16 fire Dmg.mod +15% fire ----- def ----- Armour +2 Hardiness +2% Resists +6% temporal Phys.save +2 (+1 eff.) ---------- misc Max.mana +22.00 See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of illumination (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal On Hit (Melee): * 6% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of illumination (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% arcane On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ebonyspire the iron greatmaul (16.5-24.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 16.5 - 24.8 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +4 darkness +12 light While equipped: dps ---------- Res.pen +15% darkness Acc +9 (+3 eff.) Melee Ret 12 darkness ----- def ----- Defense +9 (+5 eff.) Resists +3% darkness Disarm- +32% Massive two-handed mauls. |
steel greatmaul (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 26.0 - 39.0 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul 'Polata' (31.5-47.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 31.5 - 47.3 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature On Hit: * 25% chance to remove a magical effect While equipped: ----- def ----- Resists +24% acid Crit.dmg- 10.00% Phys.save +30 (+10 eff.) Silence- +10% Confus- +15% Massive two-handed mauls. |
steel greatmaul of daylight (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.3 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +16% Undead Massive two-handed mauls. |
Voroldann the steel mace (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 15.5 - 21.7 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +16 insidious poison On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str dps ---------- Dmg.mod +12% acid +7% physical Acc +5 (+2 eff.) ----- def ----- Resists +9% mind ---------- misc Stam/ret +1.00 Blunt and deadly. |
balanced steel mace of vileness (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 14.5 - 20.3 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit: * 8% chance to disease While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Blunt and deadly. |
Yvoriaba the steel waraxe (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +11 ice While equipped: dps ---------- Crit.mult +9.00% Res.pen +7% cold Apr +2 ----- def ----- Armour +17 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) One-handed war axes. |
flaming steel dagger (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
chilling dwarven-steel dagger of massacre (26-33.8 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 26.0 - 33.8 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
Delebers the vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +9% mind +12% darkness Mind.save +3 (+1 eff.) Disarm- +30% Stun/Frz- +10% ---------- misc Max.psi +21.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
arcing steel steamsaw (15.5-23.25 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming steel steamsaw (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 12 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
icy dwarven-steel steamsaw of cold resistance (+16%) (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam When used to Attack: Melee+ +12 cold While equipped: dps ---------- Melee+ 7 cold Melee Ret 12 ice ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +16% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 cold While equipped: dps ---------- Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 lightning While equipped: dps ---------- Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
barbed quiver of ash arrows of erosion (1/16, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 21.5 - 30.1 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Ranged+ +9 bleed +14 nature +12 temporal On Crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing Arrows are used with bows to pierce your foes to death. |
Betireta the Chargequill (4 def, 2 armour, 8.5-10.2 power, 17 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 8.5 - 10.2 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +17 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 6 acid Dmg.mod +6% lightning Melee Ret 11 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +6% cold +6% darkness +5% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 84% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
reinforced iron shield (4 def, 6 armour, 8-9.6 power, 39.5 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.5% Block +40 While equipped: ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Cobrapain (6 def, 2 armour, 13-15.6 power, 40 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +12 fire +10 light +12 nature While equipped: Stats +1 Str +1 Mag +4 Con dps ---------- Res.pen +10% fire Melee Ret 16 fire On Melee Ret: * 13% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +17% acid +12% fire +10% light ---------- misc Talents +2 Block Handheld deflection devices. |
focusing woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Dmg.mod +11% fire ----- def ----- Resists +16% fire ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Muckresolve the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Dex +5 Cun +3 Con ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +6% nature +6% physical Phys.save +12 (+4 eff.) A suit of armour made of leather. |
Blastspiker the cured leather armour (2 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +6% temporal +6% cold +5% arcane +9% lightning Max.HP +27.00 A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +17% lightning HP.reg +4.10 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
miner's pair of iron boots of tirelessness (0 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.40 ---------- misc Stam/turn +0.70 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets (0 def, 4 armour)1.5 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +5 (+2 eff.) Max.HP +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Sewerblur the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Dex +4 Mag +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% arcane Phasing +30% ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
stabilizing rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) A hat made of leather. Very stylish. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A cap made of leather. |
Duronaritir the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +2 Wil +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +9% acid Spell.save +9 (+3 eff.) Mind.save +10 (+3 eff.) A cap made of leather. |
iron helm 'Daylace' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% lightning Melee Ret 8 light On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +6% light ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
541 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Silytha2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +3 Dex +1 Mag dps ---------- Mind.crit +1% ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +30.00 Light +2 See.Stealth +6 See.Invis +6 Telepathy Dragon A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Voidqueller'2.0 T1 lite [Rare] Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +10 Dmg.mod +9% darkness Melee Ret 16 darkness ----- def ----- Spell.save +20 (+7 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +8 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Allkance the Dwarf Adventurer level 17
30th Dearth 122nd year of Ascendancy at 22:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Allkance the Dwarf Adventurer level 10
33rd Profit 122nd year of Ascendancy at 01:39 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Allkance the Dwarf Adventurer level 18
41st Dearth 122nd year of Ascendancy at 19:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Allkance the Dwarf Adventurer level 17
30th Dearth 122nd year of Ascendancy at 22:09 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Allkance the Dwarf Adventurer level 5
21st Voratun 122nd year of Ascendancy at 00:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Allkance the Dwarf Adventurer level 11
37th Profit 122nd year of Ascendancy at 22:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Allkance the Dwarf Adventurer level 17
29th Wealth 122nd year of Ascendancy at 05:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Allkance the Dwarf Adventurer level 14
5th Wealth 122nd year of Ascendancy at 05:23 see stats
Log
Allkance activates Arcane Feed.
Allkance speeds up.
Allkance converts damage to paradox!
Burning from Guwyn the giant venus flytrap hits Allkance for (8 converted), 19 fire (19 total damage).
Yvogamira the midge swarm shoots!
Allkance uses Infusion: Healing.
Allkance receives 66 healing from Infusion: Healing.
Allkance uses Infusion: Regeneration.
Allkance starts regenerating health quickly.
Allkance deactivates Reality Smearing.
Allkance's magic has been purged!
Allkance converts damage to paradox!
Yvogamira the midge swarm's Shoot hits Allkance for 46 physical, 6 nature, 18 physical (70 total damage).
Yvogamira the midge swarm's Shoot hits Allkance for (13 converted), 29 physical, (2 converted), 4 nature, (5 converted), 12 physical (46 total damage).
Allkance stops burning.
Yvogamira the midge swarm shoots!
Yvogamira the midge swarm shoots!
Talent Shadow Combat is ready to use.
Yvogamira the midge swarm's Shoot hits Allkance for 48 physical, 6 nature, 18 physical (72 total damage).
Yvogamira the midge swarm's Shoot hits Allkance for 49 physical, 6 nature, 18 physical (73 total damage).
Yvogamira the midge swarm shoots!
Yvogamira the midge swarm is free from the illness.
Allkance activates Shadow Combat.
Yvogamira the midge swarm's Shoot performs a ranged critical strike against Allkance!
Yvogamira the midge swarm's Shoot hits Allkance for 54 physical, 6 nature, 18 physical (78 total damage).
Yvogamira the midge swarm's Shoot hits Allkance for 79 physical, 6 nature, 18 physical (103 total damage).
Yvogamira the midge swarm shoots!
Saving game...







































































































